Textures Question [message #434836] |
Sun, 15 August 2010 21:53 |
Sn1per XL
Messages: 165 Registered: May 2003 Location: Florida
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I asked a similar question before, but recently I've been replacing textures in renegade. Various building/map textures with better quality replacements.
My question is, why can't I make a texture size bigger than the original? For some reason it works on some textures, and others it just displays as all black in-game.
Any help is appreciated, thanks.
Ingame names: Sn1perXL, xhav0c
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Re: Textures Question [message #434840 is a reply to message #434836] |
Mon, 16 August 2010 00:19 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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Delete your .thu files and they might show up.
If your textures are too large, it may be un-supported by your video card, this can be a limiting factor. However, 2048x2048 is a pretty safe bet.
The texture loader doesn't understand formats that are not DXT1-5, so bare that in mind when making your textures.
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Re: Textures Question [message #434853 is a reply to message #434836] |
Mon, 16 August 2010 03:40 |
Sn1per XL
Messages: 165 Registered: May 2003 Location: Florida
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They're in the right format. Hopefully you're actually able to change the res of texture's I could work wonder's with renegade if I could.
Renegade textures are so small and blurry, it's annoying.
Ingame names: Sn1perXL, xhav0c
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Re: Textures Question [message #434855 is a reply to message #434836] |
Mon, 16 August 2010 04:17 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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It also needs to be square, and the height/width need to be a power of 2; 512 * 512 for example.
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Re: Textures Question [message #434858 is a reply to message #434836] |
Mon, 16 August 2010 04:44 |
Sn1per XL
Messages: 165 Registered: May 2003 Location: Florida
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I know. I did a lot of texture work in the past, but this was something I could never figure out.
Ingame names: Sn1perXL, xhav0c
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Re: Textures Question [message #434859 is a reply to message #434836] |
Mon, 16 August 2010 04:56 |
cnc95fan
Messages: 1260 Registered: July 2007
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General (1 Star) |
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Odd that. I don't think the model needs to be resized or anything for it to apply... Very strange :S
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Re: Textures Question [message #434861 is a reply to message #434836] |
Mon, 16 August 2010 05:08 |
Sn1per XL
Messages: 165 Registered: May 2003 Location: Florida
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The only texture I ever had success on was snd.dds. I made a new texture in 512 res, and the original is 256. it's beyond me why that one worked, and I can't get any other to.
Ingame names: Sn1perXL, xhav0c
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Re: Textures Question [message #434891 is a reply to message #434836] |
Mon, 16 August 2010 15:34 |
Sn1per XL
Messages: 165 Registered: May 2003 Location: Florida
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Well, I can't even get it to work on buildings. Has anyone ever done this? Changed the size of a texture that is in always.dat?
I'm curious if it's actually possible, or not.
Ingame names: Sn1perXL, xhav0c
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Re: Textures Question [message #434920 is a reply to message #434836] |
Tue, 17 August 2010 08:24 |
Sn1per XL
Messages: 165 Registered: May 2003 Location: Florida
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I'm not talking about making a new texture for a mod.
I'm trying to change textures without making a new mix file, and without remodeling anything. (I couldn't do that with the maps anyway)
Ingame names: Sn1perXL, xhav0c
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Re: Textures Question [message #434947 is a reply to message #434836] |
Tue, 17 August 2010 19:42 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
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General (3 Stars) |
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you have to apply a new material in gmax. You might be able to hex edit the .w3d file to use bigger sizes. Sometimes you can get away with bigger sizes. The .w3d stores the image size. Maps that have light mapping and stuff have certain info that must match the texture and if you change the dimensions it will turn black. If you open a map .w3d file in wdump that comes with rentools you can see how many textures are actually applied to the one mesh you usually have 1 texture with 2 light map passes. Make sure you save the texture in the right dds format some textures have alpha channels. Maps textures usually don't have alpha channels in a texture.
you can always just use .tga files instead of .dds to use bigger sizes. Tga files do not store the same info in the texture. So you can use bigger and smaller sizes if you want.
[Updated on: Tue, 17 August 2010 19:59] Report message to a moderator
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Re: Textures Question [message #434983 is a reply to message #434947] |
Wed, 18 August 2010 10:00 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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Mr.NiceGuy wrote on Tue, 17 August 2010 22:42 | you have to apply a new material in gmax. You might be able to hex edit the .w3d file to use bigger sizes. Sometimes you can get away with bigger sizes. The .w3d stores the image size. Maps that have light mapping and stuff have certain info that must match the texture and if you change the dimensions it will turn black. If you open a map .w3d file in wdump that comes with rentools you can see how many textures are actually applied to the one mesh you usually have 1 texture with 2 light map passes. Make sure you save the texture in the right dds format some textures have alpha channels. Maps textures usually don't have alpha channels in a texture.
you can always just use .tga files instead of .dds to use bigger sizes. Tga files do not store the same info in the texture. So you can use bigger and smaller sizes if you want.
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The texture size mentioned in mappers isn't really used; the only thing that's causing problems is that if the .thu files don't match all the texture files then the loader will load them incorrectly. This leaves you with black textures (yay!)
[Updated on: Wed, 18 August 2010 10:02] Report message to a moderator
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Re: Textures Question [message #434986 is a reply to message #434836] |
Wed, 18 August 2010 10:47 |
Sn1per XL
Messages: 165 Registered: May 2003 Location: Florida
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Hmm, is there anyway to change the .thu files?
Would that cause a version mismatch if you did?
Ingame names: Sn1perXL, xhav0c
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